renderer_base: Make Rasterizer() return the rasterizer by reference
All calling code assumes that the rasterizer will be in a valid state, which is a totally fine assumption. The only way the rasterizer wouldn't be is if initialization is done incorrectly or fails, which is checked against in System::Init().
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@ -187,7 +187,7 @@ System::ResultStatus System::Init(EmuWindow& emu_window) {
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return ResultStatus::ErrorVideoCore;
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}
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gpu_core = std::make_unique<Tegra::GPU>(*renderer->Rasterizer());
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gpu_core = std::make_unique<Tegra::GPU>(renderer->Rasterizer());
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// Create threads for CPU cores 1-3, and build thread_to_cpu map
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// CPU core 0 is run on the main thread
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@ -156,8 +156,8 @@ u32 nvhost_as_gpu::UnmapBuffer(const std::vector<u8>& input, std::vector<u8>& ou
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auto& system_instance = Core::System::GetInstance();
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// Remove this memory region from the rasterizer cache.
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system_instance.Renderer().Rasterizer()->FlushAndInvalidateRegion(params.offset,
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itr->second.size);
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system_instance.Renderer().Rasterizer().FlushAndInvalidateRegion(params.offset,
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itr->second.size);
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auto& gpu = system_instance.GPU();
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params.offset = gpu.memory_manager->UnmapBuffer(params.offset, itr->second.size);
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@ -355,16 +355,16 @@ void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
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const u64 overlap_size = overlap_end - overlap_start;
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for (const auto& gpu_address : gpu_addresses) {
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auto* rasterizer = system_instance.Renderer().Rasterizer();
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auto& rasterizer = system_instance.Renderer().Rasterizer();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer->FlushRegion(gpu_address, overlap_size);
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rasterizer.FlushRegion(gpu_address, overlap_size);
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break;
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case FlushMode::Invalidate:
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rasterizer->InvalidateRegion(gpu_address, overlap_size);
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rasterizer.InvalidateRegion(gpu_address, overlap_size);
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break;
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case FlushMode::FlushAndInvalidate:
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rasterizer->FlushAndInvalidateRegion(gpu_address, overlap_size);
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rasterizer.FlushAndInvalidateRegion(gpu_address, overlap_size);
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break;
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}
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}
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@ -46,8 +46,12 @@ public:
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return m_current_frame;
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}
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RasterizerInterface* Rasterizer() const {
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return rasterizer.get();
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RasterizerInterface& Rasterizer() {
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return *rasterizer;
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}
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const RasterizerInterface& Rasterizer() const {
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return *rasterizer;
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}
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void RefreshRasterizerSetting();
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@ -160,8 +160,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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// only allows rows to have a memory alignement of 4.
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ASSERT(framebuffer.stride % 4 == 0);
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if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
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screen_info)) {
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if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride,
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screen_info)) {
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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